/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _INSTANCESAVEMGR_H
#define _INSTANCESAVEMGR_H

#include "Define.h"
#include <ace/Singleton.h>
#include <ace/Thread_Mutex.h>
#include <list>
#include <map>
#include "UnorderedMap.h"
#include "DatabaseEnv.h"
#include "DBCEnums.h"
#include "ObjectDefines.h"

struct InstanceTemplate;
struct MapEntry;
class Player;
class Group;

/*
Holds the information necessary for creating a new map for an existing instance
Is referenced in three cases:
- player-instance binds for solo players (not in group)
- player-instance binds for permanent heroic/raid saves
- group-instance binds (both solo and permanent) cache the player binds for the group leader
*/
class InstanceSave
{
    friend class InstanceSaveManager;
public:
    /* Created either when:
    - any new instance is being generated
    - the first time a player bound to InstanceId logs in
    - when a group bound to the instance is loaded */
    InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);

    /* Unloaded when m_playerList and m_groupList become empty
    or when the instance is reset */
    ~InstanceSave();

    uint8 GetPlayerCount() { return m_playerList.size(); }
    uint8 GetGroupCount() { return m_groupList.size(); }

    /* A map corresponding to the InstanceId/MapId does not always exist.
    InstanceSave objects may be created on player logon but the maps are
    created and loaded only when a player actually enters the instance. */
    uint32 GetInstanceId() const { return m_instanceid; }
    uint32 GetMapId() const { return m_mapid; }

    /* Saved when the instance is generated for the first time */
    void SaveToDB();
    /* When the instance is being reset (permanently deleted) */
    void DeleteFromDB();

    /* for normal instances this corresponds to max(creature respawn time) + X hours
    for raid/heroic instances this caches the global respawn time for the map */
    time_t GetResetTime() const { return m_resetTime; }
    void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
    time_t GetResetTimeForDB();

    InstanceTemplate const* GetTemplate();
    MapEntry const* GetMapEntry();

    /* online players bound to the instance (perm/solo)
    does not include the members of the group unless they have permanent saves */
    void AddPlayer(Player *player) { m_playerList.push_back(player); }
    bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); }
    /* all groups bound to the instance */
    void AddGroup(Group *group) { m_groupList.push_back(group); }
    bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); }

    /* instances cannot be reset (except at the global reset time)
    if there are players permanently bound to it
    this is cached for the case when those players are offline */
    bool CanReset() const { return m_canReset; }
    void SetCanReset(bool canReset) { m_canReset = canReset; }

    /* currently it is possible to omit this information from this structure
    but that would depend on a lot of things that can easily change in future */
    Difficulty GetDifficulty() const { return m_difficulty; }

    typedef std::list<Player*> PlayerListType;
    typedef std::list<Group*> GroupListType;
private:
    bool UnloadIfEmpty();
    /* the only reason the instSave-object links are kept is because
    the object-instSave links need to be broken at reset time
    TODO: maybe it's enough to just store the number of players/groups */
    PlayerListType m_playerList;
    GroupListType m_groupList;
    time_t m_resetTime;
    uint32 m_instanceid;
    uint32 m_mapid;
    Difficulty m_difficulty;
    bool m_canReset;
};

typedef UNORDERED_MAP<uint32 /*PAIR32(map,difficulty)*/,time_t /*resetTime*/> ResetTimeByMapDifficultyMap;

class InstanceSaveManager
{
    friend class ACE_Singleton<InstanceSaveManager, ACE_Null_Mutex>;
    friend class InstanceSave;
public:
    InstanceSaveManager() : lock_instLists(false) { };        
    ~InstanceSaveManager();

    typedef UNORDERED_MAP<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
    typedef UNORDERED_MAP<uint32 /*mapId*/, InstanceSaveHashMap> InstanceSaveMapMap;

    /* resetTime is a global propery of each (raid/heroic) map
    all instances of that map reset at the same time */
    struct InstResetEvent
    {
        uint8 type;
        Difficulty difficulty:8;
        uint16 mapid;
        uint16 instanceId;

        InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) { }
        InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid) : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) { }
        bool operator == (const InstResetEvent& e) { return e.instanceId == instanceId; }
    };
    typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;

    void CleanupInstances();
    void PackInstances();

    void LoadResetTimes();
    time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
    {
        ResetTimeByMapDifficultyMap::const_iterator itr  = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid,d));
        return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
    }
    void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
    {
        m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid,d)] = t;
    }
    ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
    {
        return m_resetTimeByMapDifficulty;
    }
    void ScheduleReset(bool add, time_t time, InstResetEvent event);

    void Update();

    InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false);
    void RemoveInstanceSave(uint32 InstanceId);
    static void DeleteInstanceFromDB(uint32 instanceid);

    InstanceSave *GetInstanceSave(uint32 InstanceId);

    /* statistics */
    uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
    uint32 GetNumBoundPlayersTotal();
    uint32 GetNumBoundGroupsTotal();

protected:
    static uint16 ResetTimeDelay[];

private:

    void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft);
    void _ResetInstance(uint32 mapid, uint32 instanceId);
    void _ResetSave(InstanceSaveHashMap::iterator &itr);
    void _DelHelper(const char *fields, const char *table, const char *queryTail,...);
    // used during global instance resets
    bool lock_instLists;
    // fast lookup by instance id
    InstanceSaveHashMap m_instanceSaveById;
    // fast lookup for reset times (always use existed functions for access/set)
    ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
    ResetTimeQueue m_resetTimeQueue;
};

#define sInstanceSaveMgr (*ACE_Singleton<InstanceSaveManager, ACE_Thread_Mutex>::instance())
#endif
